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What is D&D? A Universal Definition
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<blockquote data-quote="Retreater" data-source="post: 8055337" data-attributes="member: 42040"><p>I guess I can examine this by looking at what I would want in a typical session, and if any of these elements were not present, maybe I'd feel something was missing. (Not that they have to all be in absolutely every session, but more than a handful of sessions without them, and it's not the right game anymore.)</p><p></p><p>Thematic</p><p>Heroic adventurers - your character is better than your average citizen, mightier, craftier, or able to harness magical powers. For me, they should embark on tasks to better their world (or at least, improve their own standing in it). </p><p>Fantastic elements - the world is not mundane. It can be a typical Tolkien-inspired fantasy world, gothic horror, or something else - but it can't feel like actual reality.</p><p>Exploration of the "dungeon" (adventure site) - whether a subterranean dungeon, dangerous wilderness, a city of cutthroats, or something else, there should be a world of challenges for the characters to navigate.</p><p></p><p>Mechanical</p><p>Level-based - your character progresses in experience level and gains new powers and features</p><p>Class-based - your character has a role in a party based on a defined template of abilities, which can be customized </p><p>Race/ancestries - your character can belong to a fantasy culture and have specialized traits as a result</p><p>Armor to avoid damage - Armor as damage reduction is an okay rule for other systems, but it doesn't feel like D&D</p><p>Hit Points - your character can take damage (hopefully) more than one time and still live to fight, without a downward spiral making them less effective in battle. Hopefully there will also be magical healing available.</p></blockquote><p></p>
[QUOTE="Retreater, post: 8055337, member: 42040"] I guess I can examine this by looking at what I would want in a typical session, and if any of these elements were not present, maybe I'd feel something was missing. (Not that they have to all be in absolutely every session, but more than a handful of sessions without them, and it's not the right game anymore.) Thematic Heroic adventurers - your character is better than your average citizen, mightier, craftier, or able to harness magical powers. For me, they should embark on tasks to better their world (or at least, improve their own standing in it). Fantastic elements - the world is not mundane. It can be a typical Tolkien-inspired fantasy world, gothic horror, or something else - but it can't feel like actual reality. Exploration of the "dungeon" (adventure site) - whether a subterranean dungeon, dangerous wilderness, a city of cutthroats, or something else, there should be a world of challenges for the characters to navigate. Mechanical Level-based - your character progresses in experience level and gains new powers and features Class-based - your character has a role in a party based on a defined template of abilities, which can be customized Race/ancestries - your character can belong to a fantasy culture and have specialized traits as a result Armor to avoid damage - Armor as damage reduction is an okay rule for other systems, but it doesn't feel like D&D Hit Points - your character can take damage (hopefully) more than one time and still live to fight, without a downward spiral making them less effective in battle. Hopefully there will also be magical healing available. [/QUOTE]
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